refactor node structure
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8189a16fee
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11 changed files with 311 additions and 233 deletions
95
scripts/EventBus.gd
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95
scripts/EventBus.gd
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class_name EventBus
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extends Node
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@onready var node_main = get_parent()
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@onready var node_mainmenu = find_child("MainMenu")
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@onready var node_game = find_child("Game")
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# The idea is for the user to be able to choose the map from GUI later
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var map_filenames:Array = [
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"res://maps/tampere_10x10km_1000px.png",
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"res://maps/tampere_10x10km_1024px.png",
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"res://maps/varkaus_256x256px_test.png",
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"res://maps/tampere_256px.png",
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"res://maps/tampere_10x10km_4096px.png"
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]
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var map_filename:String = map_filenames[3]
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var _world_generator:WorldGenerator
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func _ready():
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node_mainmenu.set_ready()
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func _unhandled_input(event) -> void:
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if event.is_action_pressed("open_main_menu"):
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# move mainmenu to current game camera position
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var mainmenu_pos = Globals.CAMERA_POSITION
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mainmenu_pos.x -= DisplayServer.window_get_size(0).x/2
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mainmenu_pos.y -= DisplayServer.window_get_size(0).y/2
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self.find_child("MainMenu").position = mainmenu_pos
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# show the menu
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toggle_main_menu_visibility()
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#await get_tree().create_timer(0.2).timeout
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self.find_child("Game").process_mode = PROCESS_MODE_DISABLED
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func _on_mainmenu_button_pressed(button:int):
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match button:
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Globals.MAINMENU_NEW_GAME:
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start_new_game()
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node_mainmenu.find_child("Menu_NewGame").disabled = true
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node_mainmenu.find_child("Menu_ResumeGame").disabled = false
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toggle_main_menu_visibility()
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Globals.MAINMENU_LOAD_GAME:
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pass
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Globals.MAINMENU_RESUME_GAME:
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# TODO save camera position before opening menu, restore camera position when closing menu
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node_game.process_mode = PROCESS_MODE_INHERIT
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toggle_main_menu_visibility()
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Globals.MAINMENU_OPTIONS:
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pass
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Globals.MAINMENU_CREDITS:
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pass
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Globals.MAINMENU_QUIT_GAME:
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node_mainmenu.quit_game()
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_:
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push_error("Error: Main: unknown signal at _on_mainmenu_button_pressed: ", button)
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func start_new_game():
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# create a new world with worldgenerator
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_world_generator = WorldGenerator.new()
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if !_world_generator.generate_world(map_filename):
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push_error("World generation failed :-(")
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node_main.quit_game()
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node_main.unpause_game()
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node_game.set_ready()
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self.set_camera_position(
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Vector2(Globals.map_size / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_size / 2.0 * Globals.TILE_SIZE_Y)
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)
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func toggle_main_menu_visibility():
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node_game.toggle_visibility()
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if node_mainmenu.visible:
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node_mainmenu.hide()
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else:
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node_mainmenu.show()
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func set_camera_position(pos:Vector2):
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node_game.set_camera_position(pos)
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